[WOTC] Modern Anti-Tank Class

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Author: Maprikan

Last revision: 3 Sep, 2025 at 11:28 UTC (1)

File size: 45.72 KB

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Description:

The Anti-Tank is a long range demolition class with improved Rockets that carries an Assault Rifle and Rocket Launcher. Destroys cover and is able to use specialized rocket types.

As part of the class design, the Anti-Tank’s main weapon is the Rocket Launcher. They may need help from the squad to carry enough rockets to last the mission or to bring specialized rocket types. They can also be built into using their Assault Rifle, spreading panic among enemies and exploiting it.

The class is made with a modern themed playthrough in mind, but of course is not limited to. It is balanced around a large varied squad against lots of enemies and making meaningful choices when selecting abilities, with different viable sub-roles within the class.
By default random bonus AWC abilities are disabled. The reasoning is that there is no need for it because there are enough options in the ability tree and the class has everything it needs to fill the role. Other roles are intended to be filled by other classes. AWC can of course be re-enabled through the config but there is no support to prevent duplicate/redundant abilities as is.

The Anti-Tank has three ability trees: Rockets, Destruction & Intimidation. The class rely on abilities and perks from other mods.

This class is heavily inspired by Alpha115’s Burner and Rocketeer Classes and requires it for some abilites. They do not conflict and can be used together.

Skills

Squaddie:
HeavyArmaments: Able to carry heavy weapons.
F_Preservation: Bonus defense when revealed for two turns.
LW2WotC_IronSkin: Reduced melee damage taken.

Corporal:
MZBigStompyBoots: The squad gains reduced detection range but the Anti-tank gets an increase.
F_Imposition: Standard shots reduce target aim
F_PutEmDown: Bonus aim against mentally impaired targets.

Sergeant:
JavelinRockets: Rockets gain a longer range.
FireInTheHole: Rockets are more accurate.
F_QuickFeet: Refund one action point when revealed by own action.

Lieutenant:
LW2WotC_CombatFitness: Bonuses to aim, mobility, HP, will, and dodge.
LW2WotC_CloseandPersonal: Gain bonus critical chance against adjacent targets. The bonus declines with distance from the target.
AR_Smite: Assault Rifle shot that causes target to panic. Uses 2 ammo.

Captain:
BiggestBooms: Rockets can critically hit.
Salvo: Rocket Launcher / items does not end the turn.
M31_LowProfileNest: Makes partial cover count as full and confers bonus aim and critical chance against targets at a lower elevation.

Major:
ShadowOps_Stalker: Gain bonus mobility while concealed.
ARSeekandDestroyRS: Chance to take a free reaction shot at newly revealed enemies while not concealed.
M31_Dervish: Assault Rifle kills reduce cooldowns once per turn.

Colonel:
BunkerBuster: Special rocket with a large radius that destroys cover.
MZPenetrator: As a free action gain bonus armor pierce until the next turn.
MZExploitBruise: Increased bonus damage to Bruised or Ruptured targets.

Brigadier:
ALGuideRocketLauncher: Special rocket that is guided.
F_OverExertion: Activate to gain a bonus action once per turn, limited uses per mission.
F_SensePanic: Mentally impaired targets have half cover bonuses against the Anti-Tank.

————–
GTS abilities, configurable in GtsEditor.ini.

Critical Partner – Sergeant, 80 supplies: The Anti-Tanks grants their bondmate bonus Crit that scales with bond level.
Exploiting Weaknesses – Captain, 120 supplies: The Anti-Tanks gains bonus crit and aim against weakened enemies.
Improved Rocket Radius – Colonel, 200 supplies: The Anti-Tanks gains a 2 tiles increased radius for their rockets.